Christopher Bigelow, a devout Mormon bored by the bloodlessness of mainstream Mormon culture, created the Sugar Beet, a website of Mormon satire modeled on The Onion, then started Zarahemla Books, a publisher of edgy Mormon literature.

All I wondered was, why was the approach to the "positive impact model" of game design taken by these industry luminaries simply to build familiar violent conflict and dress it up with a little side-order of moral intrigue or bloodlessness?